I’m sure Codemasters will look into this with post-launch patching, but as it stands there are some serious flaws in the handling model that not only break immersion, but also ruin the fun for those wanting a little more realism in their game. Try as I might, I could not get any of the cars to rotate when using excessive acceleration, even when putting my foot to the floor in first or second gear. The classic RWD cars are by far the worst affected, and feel utterly docile even with traction control turned off. The excessive grip present in the gamer mode has crept across the fence into the sim mode too, making advanced techniques such as throttle steering all but impossible. Some tragic mistakes have been made in this area, particularly when it comes to the gravel rallies, which are the bread and butter of the discipline. While the addition of the new gamer handling is welcome, it has sadly come at the expense of the simulation handling. The mode works well, and will no doubt please those who want to play a rally title without spending hundreds on wheel and pedal setups. Playing with a controller is now a piece of cake, and even those on PC who use a keyboard will find it to be viable. This optional handling model is far more forgiving, offering tons of grip and more stability across bumps. One of the complaints levelled against Rally was that it was too hard, and Codemasters has done its best to remedy that by introducing a new gamer mode. A year on from Rally's console release, we have a sequel (of sorts) in Dirt 4, which adds in some new racing disciplines and a more arcade-y ‘gamer mode’, yet simultaneously claims to maintain the same sim focus that made the previous title such a standout. That's because in my humble opinion, it remains the game that set the bar for the genre, bringing the sport back into the spotlight for gamers while redefining expectations on what a rally game should be. It is impossible to write a review for this game without referring to its predecessor, Dirt Rally.
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